The game loop
A run has four beats. Each beat is a sink for one coin or the other, and the economy is designed so that the sinks always exceed the sources.
- Clear the floor. Isometric rooms, procedurally stocked. Bats, slimes and skulls. Each kill mints $YIELD and drops materials.
- Crack the chests. Chests hold the materials the forge wants. Some sit behind locked doors, some behind rooms you have to earn.
- Forge up. Materials push a weapon toward
+10. Enhancement can fail, and a failed attempt still charges you. - Raid the vault. The endgame door. You buy a ticket to open it, clear the room for the payout, and the ticket is destroyed on use.
